diff options
Diffstat (limited to 'source/blender/render/intern/source/rayshade.c')
-rw-r--r-- | source/blender/render/intern/source/rayshade.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c index 7e56d93f23b..ff1f502cc1a 100644 --- a/source/blender/render/intern/source/rayshade.c +++ b/source/blender/render/intern/source/rayshade.c @@ -651,7 +651,7 @@ static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr) const float dx= shi->co[0] - is->start[0]; const float dy= shi->co[1] - is->start[1]; const float dz= shi->co[2] - is->start[2]; - d= sqrt(dx*dx+dy*dy+dz*dz); + d = sqrtf(dx * dx + dy * dy + dz * dz); if (d > shi->mat->tx_limit) d= shi->mat->tx_limit; @@ -1117,7 +1117,7 @@ static void QMC_samplePhong(float vec[3], QMCSampler *qsa, int thread, int num, phi = s[0]*2*M_PI; pz = pow(s[1], blur); - sqr = sqrt(1.0f-pz*pz); + sqr = sqrtf(1.0f - pz * pz); vec[0] = (float)(cosf(phi)*sqr); vec[1] = (float)(sinf(phi)*sqr); @@ -1281,7 +1281,7 @@ static float get_avg_speed(ShadeInput *shi) post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[2]; post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[3]; - speedavg = (sqrt(pre_x*pre_x + pre_y*pre_y) + sqrt(post_x*post_x + post_y*post_y)) / 2.0; + speedavg = (sqrtf(pre_x * pre_x + pre_y * pre_y) + sqrtf(post_x * post_x + post_y * post_y)) / 2.0; return speedavg; } @@ -1786,10 +1786,10 @@ static float *sphere_sampler(int type, int resol, int thread, int xs, int ys, in sphere= threadsafe_table_sphere(0, thread, xs, ys, tot); /* random rotation */ - ang= BLI_thread_frand(thread); - sinfi= sin(ang); cosfi= cos(ang); - ang= BLI_thread_frand(thread); - sint= sin(ang); cost= cos(ang); + ang = BLI_thread_frand(thread); + sinfi = sinf(ang); cosfi = cosf(ang); + ang = BLI_thread_frand(thread); + sint = sinf(ang); cost = cosf(ang); vec= R.wrld.aosphere; vec1= sphere; @@ -2371,9 +2371,9 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[ mul_m3_v3(lar->mat, vec); /* set start and vec */ - isec->dir[0] = vec[0]+lampco[0]-isec->start[0]; - isec->dir[1] = vec[1]+lampco[1]-isec->start[1]; - isec->dir[2] = vec[2]+lampco[2]-isec->start[2]; + isec->dir[0] = vec[0]+lampco[0]-shi->co[0]; + isec->dir[1] = vec[1]+lampco[1]-shi->co[1]; + isec->dir[2] = vec[2]+lampco[2]-shi->co[2]; RE_instance_rotate_ray_dir(shi->obi, isec); @@ -2406,9 +2406,9 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[ else { /* sqrt makes nice umbra effect */ if (lar->ray_samp_type & LA_SAMP_UMBRA) - shadfac[3]= sqrt(1.0f-fac/div); + shadfac[3] = sqrtf(1.0f - fac / div); else - shadfac[3]= 1.0f-fac/div; + shadfac[3] = 1.0f - fac / div; } } /* extern call from shade_lamp_loop */ |